Systems and methods for interfacing video games and user communications

ABSTRACT

Systems and methods for interfacing video games and user communications are provided. Communications amongst users can affect a video game provided to the users. For example, communications can be monitored to determine when a video game event occurs and then a video game event can be generated. Moreover, one or more aspects of the video game can affect communications amongst the users. For example, the active user of a video game may be used to adjust the prominence of communications amongst the users.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims the benefit of U.S. Provisional Application No.61/145,107, filed Jan. 15, 2009, the disclosure of which is incorporatedby reference herein in its entirety.

Co-pending U.S. patent application Ser. No. 12/624,829, entitled“MULTIPARTY COMMUNICATIONS SYSTEMS AND METHODS THAT UTILIZE MULTIPLEMODES OF COMMUNICATION” and filed on Nov. 24, 2009, which issued as U.S.Pat. No. 8,405,702 on Mar. 26, 2013, are both hereby incorporated byreference herein in their entirety.

Co-pending U.S. patent application Ser. No. 12/624,840, entitled“MULTIPARTY COMMUNICATIONS SYSTEMS AND METHODS THAT OPTIMIZECOMMUNICATIONS BASED ON MODE AND AVAILABLE BANDWIDTH” and filed on Nov.24, 2009, which issued as U.S. Pat. No. 8,390,670 on Mar. 5, 2013, areboth hereby incorporated by reference herein in their entirety.

Co-pending U.S. patent application Ser. No. 12/624,848, entitled“MULTIPARTY COMMUNICATIONS SYSTEMS AND METHODS THAT EMPLOY COMPOSITECOMMUNICATIONS” and filed on Nov. 24, 2009, is hereby incorporated byreference herein in its entirety.

BACKGROUND OF THE INVENTION

Some traditional video game systems can function alongside acommunications system (e.g., a chat or instant messaging application),but the two systems do not traditionally interact with each other. Whenoperating alongside each other in an uncoordinated manner, video gamesystems and communications systems have several shortcomings. Forexample, communications between users can interfere with a video game orvice-versa. As another example, a user may be able to cheat bycommunicating with other users to share information about a video game.

In yet another example of the lack of coordination, traditional videogame systems often require a user to provide inputs that are not part ofnatural communications between users (e.g., chat, conversation, or anyother generalized communication between the users). A traditional videogame system may require a user to provide a specific type of input tothe system (e.g., pushing a button on a controller) and that input mayhave no other purpose besides controlling the video game. Accordingly, auser must inefficiently provide inputs to the video game that may not bepart of natural communications between users (e.g., chat, conversation,or any other generalized communications that occur between users inreal-life gameplay). Moreover, providing specific inputs to the videogame system may conflict with or otherwise interrupt naturalcommunications between users.

SUMMARY OF THE INVENTION

Systems and methods for interfacing video games and user communicationsare provided. Communications amongst users can affect a video gameprovided to the users. For example, communications can be monitored todetermine when a video game event occurs and then a video game event canbe generated. Moreover, one or more aspects of the video game can affectcommunications amongst the users. For example, the active user of avideo game may be used to adjust the prominence of communicationsamongst the users.

In some embodiments, video game inputs can be generated based oncommunications between users are provided. The communications may bemonitored to determine when a video game event occurs. For example,communications representing a video game event may include when a playersays an answer to a question in a quiz game or when a player says“raise” and/or makes a predetermined motion (e.g., a signal) to indicatethat he is raising a bet in a poker game. A system may monitorcommunications of one or more media (e.g., text, audio, or video) todetermine when a game event occurs. The system can then generate a videogame input based on the communications in response to determining that avideo game event has occurred.

In some embodiments, communications between users can be modified basedon a video game. Communications between users may be modified so thatthe prominence of different communications corresponds to eachcommunication's importance in the context of the video game. Forexample, a video game may be turn-based and communications from a userwhose turn it is may be modified to be more prominent than othercommunications.

In some embodiments, a system may limit communications between playersor communications between players and non-players when a video game isprovided. For example, a system may limit communications to preventplayers from cheating when playing the video game.

In some embodiments, a system may monitor the activity of one or moreuser devices while providing a video game to determine if the user isattempting to bypass the regulated communication channels to communicatewith other users. For example, a system may monitor the device's inputs(e.g., microphone and/or keyboard) and active software applications todetermine if a user is attempting to cheat by communicating with otherusers.

BRIEF DESCRIPTION OF THE DRAWINGS

The above and other features of the present invention, its nature andvarious advantages will be more apparent upon consideration of thefollowing detailed description, taken in conjunction with theaccompanying drawings in which:

FIG. 1 is a schematic view of an illustrative video game system and anillustrative communications system in accordance with one embodiment ofthe invention;

FIG. 2 is a schematic view of an illustrative video game system and anillustrative communications system in accordance with one embodiment ofthe invention;

FIG. 3 is a schematic view of an illustrative video game system and anillustrative communications system in accordance with one embodiment ofthe invention;

FIG. 4 is a flowchart of an illustrative process for facilitating videogames amongst multiple users in accordance with one embodiment of theinvention;

FIG. 5 is a flowchart of an illustrative process for facilitating videogames amongst multiple users in accordance with one embodiment of theinvention;

FIG. 6 is a flowchart of an illustrative process for providingcommunications based on video games in accordance with one embodiment ofthe invention; and

FIG. 7 is a flowchart of an illustrative process for facilitating videogames amongst multiple users in accordance with one embodiment of theinvention.

DETAILED DESCRIPTION

In accordance with the disclosure, a communications system mayfacilitate communications between users while the users play videogames. For example, users may conduct natural communications whileplaying a video game.

In some embodiments, a communications system may be coupled with aseparate video game system. For example, a communications system may becoupled with a separate video game system using a wired network (e.g.,using Ethernet) and/or wireless network (e.g., using an 802.11protocol). FIG. 1 may include video game system 110 and communicationssystem 150.

Video game system 110 may include at least one video game server 111.Video game server 111 can be any suitable server for controlling videogames played by one or more users. For example, server 111 may includeseveral interconnected computers running software to control videogames.

Video game system 110 may include several user devices 115-118. Videogame server 111 may be coupled with user devices 115-118 through anysuitable network. For example, server 111 may be coupled with userdevices 115-118 through Wi-Fi (e.g., a 802.11 protocol), Bluetooth®,radio frequency systems (e.g., 900 MHz, 1.4 GHz, and 5.6 GHzcommunication systems), cellular networks (e.g., GSM, AMPS, GPRS, CDMA,EV-DO, EDGE, 3GSM, DECT, IS-136/TDMA, iDen, LTE or any other suitablecellular network or protocol), infrared, TCP/IP (e.g., any of theprotocols used in each of the TCP/IP layers), HTTP, BitTorrent, FTP,RTP, RTSP, SSH, Voice over IP (VOIP), any other communications protocol,or any combination thereof. Each of user devices 115-118 may include anelectronic device (e.g., a personal computer or a personal video gamesystem). In some embodiments, each user device may correspond to asingle user. For example, user device 115 may correspond to a first userand user device 116 may correspond to a second user. Server 111 maycontrol single-player or multi-player video games provided through userdevices 115-118. For example, server 111 may control a single-playervideo game played by the user of device 115 and/or a multi-player videogame played by the users of devices 116-118. Each user device mayprovide outputs to a user and receive inputs from the user whenproviding a video game. For example, a user device may include one ormore output interfaces (e.g., display screen or audio output) forproviding video game outputs to a user and one or more input interfaces(e.g., a controller, joystick, keyboard, or mouse) for receiving videogame inputs from a user.

In some embodiments, a user device may include, or be coupled with,hardware specifically designed for providing outputs and receivinginputs associated with a particular video game. For example, a userdevice may include or be coupled with game equipment that is specific tothe video game a user is playing. Such game equipment may provideoutputs to the user as gameplay progresses and receive inputs from theuser. As an illustrative example, a user device may include, or becoupled with, an electromechanical or electro-optical chess board sothat the system can position chess pieces on the board to visualize thecurrent state of the game, including movements made by the other user.Continuing the example, the user can move chess pieces on the board toprovide an input to the system. While the previous example was providedin the context of a chess video game, it is understood that suitablehardware corresponding to any type of game can be provided in accordancewith the disclosure.

Communications system 150 may include at least one communications server151. Communications server 151 can be any suitable server forfacilitating communications between two or more users. For example,server 151 may include several interconnected computers running softwareto control communications.

Communications system 150 may include several user devices 155-158.Communications server 151 may be coupled with user devices 155-158through any suitable network. For example, server 151 may be coupledwith user devices 155-158 through Wi-Fi (e.g., a 802.11 protocol),Bluetooth®, radio frequency systems (e.g., 900 MHz, 1.4 GHz, and 5.6 GHzcommunication systems), cellular networks (e.g., GSM, AMPS, GPRS, CDMA,EV-DO, EDGE, 3GSM, DECT, IS-136/TDMA, iDen, LTE or any other suitablecellular network or protocol), infrared, TCP/IP (e.g., any of theprotocols used in each of the TCP/IP layers), HTTP, BitTorrent, FTP,RTP, RTSP, SSH, Voice over IP (VOIP), any other communications protocol,or any combination thereof. Each of user devices 155-158 may include anelectronic device (e.g., a personal computer or a personalcommunications system). In some embodiments, each user device maycorrespond to a single user. For example, user device 155 may correspondto a first user and user device 156 may correspond to a second user.Server 151 may control communications between two or more of the userdevices. For example, server 151 may control one-to-one communicationsbetween user device 155 and 156 and/or multi-party communicationsbetween user device 155 and user devices 156-158. Each user device mayprovide outputs to a user and receive inputs from the user whenfacilitating communications. For example, a user device may include oneor more output interfaces (e.g., display screen or audio output) forproviding communication outputs to a user and one or more inputinterfaces (e.g., a controller, joystick, keyboard, or mouse) forreceiving communication inputs from a user.

In some embodiments, video game system 110 may be coupled withcommunications system 150 using one or more links between servers. Forexample, link 191 may couple video game server 111 with communicationsserver 151. Link 191 may be a wireless or wired coupling of server 111and server 151. In some embodiments, link 191 may be an internetconnection between server 111 and server 151.

In some embodiments, video game system 110 may be coupled withcommunications system 150 using one or more links between user devices.For example, link 195 may couple user device 115 with user device 155. Alink may be a wireless (e.g., Bluetooth®) or wired (e.g., UniversalSerial Bus) coupling of the two devices. In some embodiments, a link maybe created by a user (e.g., by physically connecting the two devices orby configuring the two devices to communicate wirelessly). In someembodiments, a link may be automatically created by the video gamedevice and the communications device. It is understood that any numberof links between user devices may be used to couple video game system110 with communications system 150. For example, links 195-198 may beused to couple each user device of video game system 110 with each userdevice of communications system 150.

It is understood that a video game system may be coupled with acommunications system through one or more links between servers (e.g.,link 191), one or more links between user devices (e.g., links 195-198),or a combination of links between servers and links between userdevices.

While only one video game server, four video game user devices (e.g.,devices 115-118), one communications server, and four communicationsuser devices (e.g., devices 155-158) are shown in FIG. 1, it isunderstood that any number of servers and user devices can be provided.

In some embodiments, a communications system may include a video gamesystem for providing video games to users. For example, a communicationsystem can be deployed with its own selection of game interfaces, gameapplications, game servers, or any combination thereof. In someembodiments, a video game system may be incorporated into acommunications system. FIG. 2 may include video game system 210incorporated into communications system 250.

Communications system 250 may include communications server 251. Server251 may be substantially similar to server 151 of FIG. 1, and theprevious description of the latter can be applied to the former.Communications system 250 may also include several user devices 255-258.Communications server 251 may be coupled with user devices 255-258through any suitable network. For example, server 251 may be coupledwith user devices 255-258 through Wi-Fi (e.g., a 802.11 protocol),Bluetooth®, radio frequency systems (e.g., 900 MHz, 1.4 GHz, and 5.6 GHzcommunication systems), cellular networks (e.g., GSM, AMPS, GPRS, CDMA,EV-DO, EDGE, 3GSM, DECT, IS-136/TDMA, iDen, LTE or any other suitablecellular network or protocol), infrared, TCP/IP (e.g., any of theprotocols used in each of the TCP/IP layers), HTTP, BitTorrent, FTP,RTP, RTSP, SSH, Voice over IP (VOIP), any other communications protocol,or any combination thereof. Each of user devices 255-258 may include anelectronic device (e.g., a personal computer, an entertainment center,or a portable electronic device). In some embodiments, each user devicemay correspond to a single user. For example, user device 255 maycorrespond to a first user and user device 256 may correspond to asecond user. Server 251 may control communications between two or moreof the user devices. For example, server 251 may control one-to-onecommunications between user device 255 and 256 and/or multi-partycommunications between user device 255 and user devices 256-258. Eachuser device may provide outputs to a user and receive inputs from theuser when facilitating communications. For example, a user device mayinclude one or more output interfaces (e.g., display screen or audiooutput) for providing communication outputs to a user and one or moreinput interfaces (e.g., a controller, joystick, keyboard, or mouse) forreceiving communication inputs from a user.

Communications system 250 can include video game system 210. Video gamesystem 210 can include video game server 211. Video game server 211 canbe any suitable server for controlling video games played by one or moreusers of communications system 250. For example, server 211 may includeseveral interconnected computers running software to control videogames.

Instead of providing separate user devices for video games, video gamesystem 210 may employ user devices 255-258 from communications system250. Server 211 may control single-player or multi-player video gamesprovided through user devices 255-258. For example, server 211 maycontrol a single-player video game played by the user of device 255and/or a multiplayer video game played by the users of devices 256-258.Each user device may provide outputs to a user and receive inputs fromthe user when providing a video game. In some embodiments, the same userinterfaces of each device may be used to facilitate communications andvideo games. For example, each user device may provide video gameoutputs to a user through the same user interface (e.g., display screenor audio output) that provides communication outputs to the user.Continuing the example, each user device may receive video game inputsfrom a user through the same user interface (e.g., a controller,joystick, keyboard, mouse, microphone or camera) that receivescommunication inputs from the user.

Video game system 210 may couple with communications system 250 usingone or more links. In some embodiments, link 291 may couple video gameserver 211 with communications server 251. Link 291 may be a wireless orwired coupling of server 211 and server 251. For example, link 291 maybe an internet connection between server 211 and server 251. In someembodiments, link 295 may couple video game server 211 with one or moreof user devices 255-258. Link 295 may be a wireless or wired coupling ofserver 211 and user devices 255-258. For example, link 291 may connectserver 211 and user devices 255-258 through Wi-Fi (e.g., a 802.11protocol), Bluetooth®, radio frequency systems (e.g., 900 MHz, 1.4 GHz,and 5.6 GHz communication systems), cellular networks (e.g., GSM, AMPS,GPRS, CDMA, EV-DO, EDGE, 3GSM, DECT, IS-136/TDMA, iDen, LTE or any othersuitable cellular network or protocol), infrared, TCP/IP (e.g., any ofthe protocols used in each of the TCP/IP layers), HTTP, BitTorrent, FTP,RTP, RTSP, SSH, Voice over IP (VOIP), any other communications protocol,or any combination thereof.

It is understood that a video game system may be coupled with acommunications system through one or more links between a video gameserver and a communication server (e.g., link 291), one or more linksbetween a video game server and user devices (e.g., link 295), or acombination of both types of links.

While only one communications server, one video game server, and fouruser devices (e.g., devices 255-258) are shown in FIG. 2, it isunderstood that any number of servers and user devices can be provided.

In some embodiments, a video game system may include a communicationssystem for facilitating communications between users. For example, avideo game system may include communications interfaces, communicationsapplications, communications servers, or any combination thereof. Insome embodiments, a communications system may be incorporated into avideo game system. FIG. 3 may include communications system 350incorporated into video game system 310. The embodiment shown in FIG. 3is substantially similar to the embodiment shown in FIG. 2 with someminor differences.

One difference between the systems shown in the two figures may be thatthe communications server and the video game server have changedpositions in the network architecture. For example, communicationsserver 251 may be the primary server in the embodiment shown in FIG. 2,but video game server 311 may be the primary server in the embodimentshown in FIG. 3. This difference may have an effect on how video gamesand communications between users are controlled.

Another difference between the systems shown in the two figures may bethat the primary function of the user devices can be different in eachsystem. For example, user device 255-258 may be primarily communicationsdevice in the embodiments shown in FIG. 2, but user devices 315-318 maybe primarily video game devices (e.g., a personal video game consolesuch as an XBOX 360®) in the embodiment shown in FIG. 3. The differencebetween the two types of user devices may have an effect on the userinterfaces that each device includes. For example, a user device that isprimarily a communications device may include user interfaces optimizedfor communications (e.g., a microphone, a camera or an alpha-numerickeyboard) while a user device that is primarily a video game device mayinclude user interfaces optimized for video games (e.g., hand-held videogame controller or a joystick). However, in some embodiments, a userdevice may include interfaces optimized for both communications andvideo games. For example, a user device may include a first set ofinterfaces optimized for communications and a separate second set ofinterfaces optimized for video games.

In some embodiments, a user can configure one or more options to specifywhich interface(s) she wants to use. For example, a user may specify asingle interface or a combination of interfaces that she prefers forcommunicating with users and/or directly providing video game inputs.

Regardless of how the communications system and the video game systemare coupled together or integrated with one another (see, e.g.,discussion related to FIGS. 1-3), the communications system may allowusers to communicate together in while playing a video game provided bythe video game system. For example, the communications system may allowusers to form subgroups and/or groups similar to those described in U.S.Pat. No. 8,405,702, which has been incorporated herein by reference.

In some embodiments, each user can have his own addressable user devicethrough which the user communicates. The identity of these devices canbe stored in a central system (e.g., a communications hub or server).The central system can further include a directory of all users. Thisdirectory may be accessible by or replicated in each user device in thecommunications network.

The user associated with each address can be displayed via a visualinterface on a user device (e.g., an LCD screen). Each user can berepresented by his picture, graphic, initials, name, any other suitableidentifier, or any combination thereof. If the amount of display spaceis limited, a device may limit the number of users displayed at onetime. For example, the device may include a directory structure fororganizing users. In another example, the device may include a searchfunction and accept search queries from the device's user.

Multiple communications media can be supported. Accordingly, a user canchoose which communications medium to use when initiating acommunication with another user, subgroup or group. In some embodiments,missing communications components (e.g., an audio feed with nocomplimentary video feed) may be generated and provided, and the user'schoice of communications medium may be unlimited by the preferences ofother users or the capabilities of their devices. However, a system maystill provide a user with the preferences of other users and/or thecapabilities of their devices when the user is selecting acommunications medium. In some embodiments, a user may choose acombination of communications media when initiating a communication. Forexample, a user can choose video as the primary medium and text as asecondary medium. In some embodiments, active transcription may beprovided in real time and displayed to each user. For example, subtitlesmay be generated and provided to users participating in videocommunications.

A more detailed description of suitable communications systems forfacilitating user communications can be found in U.S. Pat. No.8,405,702, which has been incorporated by reference.

In accordance with the present disclosure, video games may be providedto the users of a communications system. For example, a video gamesystem may be coupled with or integrated into a communications system,and the video game system may provide video games to the users of thecommunications system. In some embodiments, video games may be providedto pairs of users playing one-on-one against each other, more than twousers playing against each other and teams of users playing against eachother.

In some embodiments, the communications system may monitor thecommunications between the users to identify video game events. Thecommunications system may generate one or more inputs for the video gamesystem each time a video game event is identified in the communications.For example, if a group of users are playing a game of poker and oneuser tells another user that he wants to “raise” the bet (e.g., a videogame event), the communications system may generate a raise input andprovide it to the video game system. This input may be used to controlthe video game even if none of the users provided an input directly tothe video game system (e.g, no users pressed a “raise” button, selecteda “raise” option using a mouse or spoke a “raise” command directly tothe system).

In some embodiments, a communications system and a video game system maybe integrated together, and one or more user interfaces may be shared bythe two systems (see, e.g., FIG. 2 and FIG. 3). In some embodiments, auser may operate a single device to access both systems.

In some embodiments, the video game system may employ one or more userinterfaces of the communications system. The video game system mayemploy output user interfaces (e.g., display screens, speakers,headsets, or tactile feedback mechanisms) of the communications system.For example, each device in the communications system may include adisplay screen for displaying communications to a user, and the videogame system may use the same display screen for displaying informationabout a video game to the user. The video game system may employ inputuser interfaces (e.g., video cameras, webcams, microphones, keyboards,computer mice, hand-held controllers, or joysticks) of thecommunications system. For example, each device in the communicationssystem may include a keyboard for receiving inputs from a user, and thevideo game system may use the same keyboard to receive inputs from theuser.

In some embodiments, one or more user interfaces of the communicationssystem may be simultaneously shared by the communications system and thevideo game system. For example, video chat may be displayed on the samescreen as a game display. In another example, audio from a video chatmay be provided on the same output as audio from a video game. Whensharing a user interface, the two systems may each provide outputs in amanner that does not interfere with the other system. For example, avideo chat window may be displayed within a video game window in amanner that does not interfere with the presentation of video gamegraphics. Alternatively, data associated with a video game may bedisplayed within a communications window in a manner that does notinterfere with the presentation of communications.

In some embodiments, a communications systems may automatically move itsoutput (e.g., a video chat window) to avoid interfering with the outputof a video game system. For example, a video game graphic may change(e.g., the focus of the graphic may shift to a different part of thescreen) and, in response to the change, the communications system mayresize or move one or more communications outputs (e.g., video chatwindows). In the example of a poker video game, the communicationsoutputs (e.g., video chat windows) associated with users not activelyplaying the game (e.g., players that have folded their hands) may bereduced in size and the communications outputs associated with activeusers may be enlarged to focus attention on them. This may beadvantageous because a user may not be required to manually resize ormove windows as video game graphics change, and such functionality isdifficult, if not impossible, to achieve when a communications systemand a video game system operate alongside each other without cooperating(e.g., independent applications running in parallel on a computer). Inanother example involving a poker video game, the communications output(e.g., video chat window) associated with an active user (e.g., the userwhose turn it is) may be repositioned or resized to indicate that it iscurrently that user's turn.

In some embodiments, users that are not playing in a video game may beable to watch one or more of the provided video games. For example, auser not playing in a video game may still be able to observe the videogame as it progresses. In some embodiments, users that are not playingin the video games may be able to affiliate with one of the players orteams playing in a video game. For example, a user not playing in avideo game may be able to become a fan of a player or a team and observethe video game from the point of view of that player or team.

In some embodiments, a video game system may display different videogame information to different users. For example, a video game systemmay display private video game information (e.g., a player's cards) toonly that player or that player's team while displaying publicinformation (e.g., community cards) to all users. In some embodiments, avideo game system may also display public information from a perspectivebased on a user's virtual location to create the impression of gameplayin a three-dimensional space. In some embodiments, a user's virtuallocation may have meaning in a game (e.g., the relative order ofgameplay is based on the position of each player) so displaying publicinformation from that perspective may be advantageous. The disclosure ofvideo game information can be based on a user's involvement in the videogame. For example, a user may receive different video game informationdepending on whether the user is a player, a member of a particularteam, an observer, an affiliate, or any combination thereof. Forexample, an affiliate may receive all of the information that thecorresponding player receives so that the affiliate can observe theplayer's activity.

In some embodiments, a communications system may limit the ability ofusers to communicate amongst each other. When a user is involved in avideo game, a communications system may limit the user's ability tocommunicate based on the user's involvement. For example, acommunications system may prevent players from receiving communicationsfrom users watching the video game or affiliates associated with theplayers. In another example, a communications system may allow teams ofusers to conduct private discussions before taking a collective action(e.g., before giving a collective answer in a team quiz game). Limitingthe ability of users to communicate amongst each other can beadvantageous in multiple scenarios. For example, limiting the ability ofusers to communicate can prevent users who have access to secretinformation from cheating by informing other users. In another example,limiting the ability of users to communicate can prevent unnecessarycommunications from disrupting the flow of the game. In someembodiments, a communications system may limit communications based onthe rules of the game being played (e.g., poker players cannotcommunicate secretly amongst each other but team members in a quiz gamecan communicate in secret). In some embodiments, a communications systemmay only limit communications of certain media. For example, a systemmay prevent users from communicating via a disruptive medium (e.g.,audio) while still allowing nondisruptive media (e.g., text or silentvideo).

In some embodiments, a communications system may monitor activity on auser device to determine if a user is attempting to cheat bycommunicating with other users. For example, a communications system maymonitor activity on a user device to determine if the corresponding useris attempting to communicate with other users through a differentprogram. In some embodiments, a communications system may monitor thekeyboard inputs and/or microphone inputs of a user device to determineif the corresponding user is attempting to communicate with other users.In some embodiments, a communications system may monitor the activeapplications of a user device to determine if the corresponding user isattempting to communicate with other users. For example, acommunications system may monitor the active applications of a userdevice to determine if the user device is running any othercommunication applications (e.g., video chat or instant messagingapplications) that would allow the user to communicate with other users.

In some embodiments, a communications system may automatically modifythe rosters of groups or subroups based on the progress of a video game.When a video game system determines that it is appropriate to modify theroster of a group or subgroup, the video game system may send a commandto the communications system. For example, in a poker tournament whereeach group represents a table, a video game system can send a command toa communications system instructing the communications system to add aplayer to a particular group (e.g., if that player moved over fromanother group) or remove player from a particular group (e.g., if thatplayer is eliminated or moved to another group). In some embodiments,when a player is added to a group or subgroup, a communications systemmay also add any affiliates associated with the player to the same groupor subgroup.

In some embodiments, a communications system may provide entertainmentto users not playing (e.g., observers) by providing communications fromplayers. For example, a communications system may provide observers witha video and audio feed showing how players respond to challenges in thevideo game. Such a communications system may serve as a platform forobservers to view a video game along with how one or more playersrespond to the challenges of the game. In some embodiments, a userwatching a game may be able to select one or more users to monitorduring the video game. For example, a user may be able to monitor herfriends' reactions during a game. In some embodiments, a communicationssystem may automatically provide an observer with communications fromthe most important players in the video game. For example, acommunications system may automatically provide an observer with videoand audio feeds from players with the highest scores or players thatrecently accomplished an important task (e.g., defeated an opponent orcaptured a flag). This content may be entertaining to users watching thegame and may provide a new category of content created by individualplayers or teams of players.

In some embodiments, the combination of a communications system and avideo game system may allow active moderation of a video game. Forexample, a host, moderator, judge, or any combination thereof may beable to moderate a video game through a communications system.

In some embodiments, a video game system can change the nature ofgameplay by incorporating simultaneous communications from acommunications system. For example, video communications from a user mayallow other users to observe the user's gestures and facial expressionsand such observations may impact gameplay. This observation may beparticularly desirable in any game where nonverbal communications orguessing a player's intent or strategy is important. In someembodiments, observation may be desirable in games where bidding,bluffing, or nuanced expression (e.g., gesturing) may be important. Forexample, such observation may have a profound effect on a video gamebased on poker, bridge, charades, or even password.

In some embodiments, communications amongst users playing a video game(e.g., players) may be monitored to generate video game inputs based onthe communications. For example, communications amongst players may bemonitored to determine if the players' actions represent video gameevents. If a video game event is identified, a video game input may begenerated and the video game may progress accordingly. Any suitablecommunications medium or combination of communications media may bemonitored to determine if a video game event has occurred. For example,audio communications, video communications, or a combination of audioand video communications may be monitored to determine when to generatea video game input.

In some embodiments, communications may be monitored at a user devicelevel. For example, a user device (e.g., a computer or other electronicdevice) may monitor communications from its user to determine when avideo game event occurs. If a video game event is identified, the userdevice may transmit a video game input to one or more of the othercomponents of the video game system. For example, the user device maytransmit a video game input to other user devices or a video game serverin response to identifying a video game event. In some embodiments, theuser device may transmit a duplicate of the communication to one or moreof the other components of the video game system in response toidentifying a video game event. For example, the user device maytransmit a duplicate of the communication to a video game server so thatthe server can determine the significance of the video game event andgenerate a video game input.

In some embodiments, communications may be monitored at a server level.For example, a server may receive communications from one or more userdevices and monitor them to determine when a video game event occurs.

In some embodiments, a communications server can monitor communicationsto determine when a video game event occurs. For example, acommunications server may already be processing communications totransmit them to their recipients and, while performing the processing,the server may monitor the communications to determine when a video gameevent occurs. If a video game event is identified, the communicationsserver may transmit a video game input to one or more components of thevideo game system. For example, the communications server may transmit avideo game input to a video game server or one or more user devices inresponse to identifying a video game event.

In some embodiments, a video game server can monitor communications todetermine when a video game event occurs. To facilitate communicationmonitoring by a video game server, communications may be duplicated(e.g., by the originating user device or a communications server), andthen the duplicate may be sent to the video game server. For example, anaudio and/or video feed that would traditionally be transmitted to acommunications server or directly to the recipients of a communicationmay be duplicated and sent to a video game server for monitoring. Such aduplication step may prevent an analysis of communications at themonitoring step from slowing down the delivery of the originalcommunications. The video game server may monitor the duplicatecommunications to determine when a video game event occurs and, inresponse to identifying an event, the server may act on the event itselfor transmit a video game input to one or more other components of thevideo game system. For example, the video game server may transmit avideo game input to one or more user devices in response to identifyinga video game event.

In some embodiments, audio processing can be used when monitoringcommunications to determine if a video game event has occurred. Forexample, audio communications or audio components of videocommunications can be analyzed using audio processing to determine if avideo game event has occurred. When monitoring communications, audioprocessing can be used to identify the words spoken by users, thecontext in which the words are spoken, the intonation used in speakingthe words, who the users are talking to when the words are spoken or anyother suitable audio features.

In some embodiments, automatic speech recognition can be used whenmonitoring communications to determine if a video game event hasoccurred. Audio communications or an audio component of videocommunications may be monitored using automatic speech recognition. Forexample, a system may monitor a user's speech to determine when the usersays a word associated with a video game event (e.g., the user says“raise”). To identify which user's speech created a video game event,the communication's origin (e.g., the hardware address of thecorresponding user device) can be detected or speech recognitiontechniques may be used to identify the user based on his or her voice.

In some embodiments, syntax analysis can be used when monitoringcommunications to determine if a video game event has occurred. A systemcan analyze the context in which a term is used to when determining if avideo game event has occurred. For example, to determine if a particularterm represents a video game event, a system can analyze whether or notthat term is used in a question or in the past tense, either of whichmay indicate that the term does not represent a video game event.

In some embodiments, intonation analysis can be used when monitoringcommunications to determine if a video game event has occurred. A systemcan analyze the tone with which a term is spoken when determining if avideo game event has occurred. For example, to determine if a particularterm represents a video game event, a system can analyze whether or notthat term is spoken with an assertive tone.

In some embodiments, spatial analysis can be used when monitoringcommunications to determine if a video game event has occurred. A systemcan perform audio processing that, based on the layout of a speakinguser's display, can identify which other user the speaking user isspeaking to. For example, if another user is located on the right sideof the display and a speaking user is speaking to his or her right, thesystem can identify that the speaking user is speaking to that otheruser. In some embodiments, a user device may include multiplemicrophones to identify the direction in which a user is speaking.

In some embodiments, other audio processing techniques can be used whenmonitoring communications to determine if a video game event hasoccurred. For example, an audio processing technique that can identifyclicks or other non-speech noises can be used to monitor communicationsand identify video game events.

In accordance with the disclosure, one or more suitable forms ofanalysis can be used when monitoring communications to determine if avideo game event has occurred. For example, a system can perform speechrecognition, syntax analysis, intonation analysis, any other suitableform of analysis or any combination thereof. When multiple forms ofanalysis are applied, the results of the different analysis can becombined using any suitable technique to determine if a video game eventhas occurred. For example, the results of each analysis can be combinedusing a weighted average technique.

In some embodiments, a system monitoring communications (e.g., acommunications system or a video game system) may include specializedhardware for monitoring communications. For example, a system mayinclude an ASIC or FPGA for performing audio processing algorithms oncommunications between users.

It is understood that overly broad criteria for video game events mayunintentionally trigger inputs when the users do not want to progressthe video game. Accordingly, criteria for video game events may be setwith a level of specificity to ensure that users do not accidentallyinitiate video game inputs.

In some embodiments, video processing can be used when monitoringcommunications to determine if a video game event has occurred. Forexample, video communications can be analyzed using video processing todetermine if a video game event has occurred. When monitoringcommunications, video processing can be used to identify a user'sposition, bodily movements, facial movements, eye movements or any othersuitable visual feature.

In some embodiments, communications may be monitored using machinevision pattern recognition to determine when to generate a video gameinput. Video communications (e.g., from a video camera or webcam) may bemonitored to determine when a user performs a motion that corresponds toa video game event. For example, a user's video communications may bemonitored to determine when the user performs a motion representing avideo game event (e.g., the user waves his hand in a pattern indicatingthat he folds his hand). In some embodiments, a user may wear specialindicators when performing a motion representing a video game event. Forexample, a user may wear distinctive (e.g., brightly colored orreflective) markers on one or more joints when performing a motion sothat the machine vision pattern recognition is able to reliably detectthe user's movement.

In some embodiments, a user may stand in front of a special backgroundwhen performing a motion representing a video game event. For example, auser may stand in front of a static background (e.g., a blue screen orother flat background) when performing a motion so that the videoprocessing is able to reliably detect the user's bodily movement.

In some embodiments, other video processing techniques can be used whenmonitoring communications to determine if a video game event hasoccurred. For example, a video processing technique that can identifylight sources or other non-movement visual activity can be used whenmonitoring communications.

In some embodiments, a system monitoring communications (e.g., acommunications system or a video game system) may include specializedhardware for video processing. For example, a system may include an ASICor FPGA for performing video processing algorithms on communicationsbetween users.

Video processing may be used to monitor users' motions in one, two orthree dimensions. Users' motions may be monitored in one or twodimensions by monitoring video communications amongst users. Users'motions may be monitored in three dimensions by monitoring videocommunications amongst users and determining changes in size whichindicate that motion is occurring towards or away from the viewpoint(e.g., a video camera or webcam). For example, a motion pointing towardsthe viewpoint may cause one or more parts of a user to appear larger anda motion pointing away from the viewpoint may cause one or more parts ofa user to appear smaller.

In some embodiments, a system (e.g., a communications system or a videogame system) may include one or more additional input interfaces tomonitor users' motions in three dimensions. For example, a system mayinclude a range finder for monitoring user's motions in threedimensions. Such a range finder may, for example, be included with avideo camera or webcam, and data from the range finder may be associatedwith the video. When monitoring the user's movements, processing thevideo may provide two dimensions of movement and data from the rangefinder may be used to determine the third dimension. In another example,a system may include a pressure sensitive pad for a user to stand or siton when playing, and data from the pressure sensitive pad may be used toprovide a third dimension of motion. For example, a pressure sensitivepad may provide data corresponding to the user's distance and/orposition relative to the viewpoint. In some embodiments, two or moreinput interfaces can be used in combination to monitor users' motions inthree dimensions. In some embodiments, two or more input interfaces canbe used in combination to confirm users' motions so that calculations ofmovement in three-dimensional space can be more precise.

In some embodiments, communications may be monitored using a combinationof techniques. For example, both auto processing (e.g., automatic speechrecognition) and video processing (e.g., machine vision patternrecognition) may be used in combination to determine when to generate avideo game input. In some embodiments, a system may generate a videogame input if either monitoring technique indicates that a video gameevent has occurred. In some embodiments, a system may generate a videogame input only if both monitoring techniques indicate that a video gameevent has occurred (e.g., a user said “raise” and moved his hand toindicate a raise).

In some embodiments, one or more predetermined signal words may be usedto trigger a complex event interpretation process. For example, a signalword such as “game” may be used to trigger a complex audio and/or videoprocessing function for determining if a video game event has occurred.In some embodiments, a system may only conduct video processing if thesystem has identified a signal word in the audio of a communicationthrough audio processing. Such a feature may be advantageous because itmay limit the processing demands on a system monitoring communicationsamongst users.

In some embodiments, a server may control the ability of user devices togenerate video game inputs based on gameplay. For example, a video gameserver may communicate with the user devices so that only active users(e.g., users whose turn it is) may provide a video game event. It isunderstood that any functionality limiting the ability of a user toprovide a video game event may be based on the rules of the video gamebeing played but, in general, it may be desirable to prevent users frominappropriately providing a video game event out of turn. In someembodiments, preventing out-of-turn inputs may reduce unnecessarytraffic to the server and unnecessary processing performed by the serveror user devices.

In some embodiments, a communications system or a video game system mayrequest confirmation from a user before generating a video game input.If a system determines that a video game event has occurred (e.g., auser said “raise” and/or moved his hand to indicate a raise), the systemmay ask the user to confirm the event before generating a video gameinput. In some embodiments, the user may confirm the event using acommunication over the same media that first indicated the event. Forexample, the user may confirm the event by saying “yes” or by nodding inagreement. In some embodiments, the user may confirm the event usinganother user interface (e.g., a keyboard, computer mouse, hand-heldcontroller, or joystick). For example, the system may display a summaryof the detected event to the user, and the user may review the summaryand then confirm the event by selecting a confirm option.

In some embodiments, one or more predetermined signal words may be usedto trigger a complex event confirmation process. For example, a signalword such as “confirm” may be used to trigger an extra confirmation stepbefore a video game input is generated. Such a feature may beadvantageous because it may allow for confirmation in importantsituations but still limit how often users are asked to provideconfirmation. In some embodiments, a video game may include aconfirmation option whereby a user can select how often he wants to beasked for confirmation (e.g., by selecting a point on a continuum fromhardly ever to nearly all the time).

A communications system may generate video game inputs based oncommunications between users for any suitable type of video game.Moreover, a communications system may generate inputs for one-on-one,individual free-for-all or team-based video games.

In some embodiments, inputs for quiz video games may be generated basedon communications in accordance with the disclosure. An exemplary quizvideo game for individuals may be Jeopardy!. In this example, all of theusers playing or watching the game may be presented with prompts (e.g.,answers in the case of Jeopardy!). The system may limit the players'ability to receive communications from users that are not playing thegame, while allowing the user's watching the game to freely communicateamongst each other. When a player communicates a proposed answer to theprompt, all users playing and watching the video game may receive theplayer's communication and the system may generate a video game inputbased on the communication. In this manner, the video game canautomatically progress in response to the player's communication.Another exemplary quiz game for individuals may be Name That Tune. Inthis example, all of the users playing or watching may be presented withprompts, but the prompt may be paused as soon as a player provides acommunication indicating that he wants to submit an answer (e.g.,hitting a buzzer or saying a trigger term or phrase such as “got it”).The player may provide a communication to all other users saying heranswer, and the system may use automatic speech recognition to analyzethe communication. The player may be awarded points if the serverdetermines that the answer is correct, but the prompt may resume if theserver determines that the answer is incorrect. In some embodiments, asimilar type of quiz video game can be provided so that all players canprovide answers at the same time until a correct answer is given.

Quiz video games may be provided in a team format. An exemplary quizvideo game for teams may be Charades. In this example, all of the usersplaying or watching the game may receive communications from theperforming players (e.g., those users silently trying to elicit aresponse). The system may provide the answer (e.g., the response theperforming players are trying to elicit) to players on the opposite teamand users watching the game while players on the active team try toguess the scene. In some embodiments, the system may make thecommunications from the performing players more prominent (e.g., enlargeand/or reposition video feeds from the players) to draw the other users'attention to those players. The system may monitor communications fromeach player on the active team and generate video game inputs based onthe communications. For example, the system may generate a video gameinput with a potential answer every time a player on the active teamspeaks a new answer. Another exemplary quiz video game for teams may beFamily Feud. In this example, all of the users playing or watching thegame may be presented with prompts. The system may then allow theplayers on the active team to privately discuss the prompt beforeproviding an answer. If appropriate for the game, time limits may beapplied to any private discussions amongst teammates.

In some embodiments, inputs for card video games may be generated basedon communications in accordance with the disclosure. An exemplary cardvideo game for individuals may be poker. In some embodiments, all of theusers playing and watching may receive information about community cards(e.g., those cards lying face up on the table) while private cards maybe visible to only the corresponding player. In some embodiments,non-playing users affiliated with a player may receive information aboutthat player's cards so that the affiliated users can follow the game.The system may facilitate communications amongst all players so that,for example, the players can employ tactics such as bluffing through thecommunications. The system may monitor the communications between theplayers, and may generate a video game input when a video game event isidentified. In some embodiments, the communications system may limit theability of players to receive communications from other users withaccess to additional information so that, for example, players do notattempt to cheat by communicating with other users that can tip-off theplayers. An exemplary card video game for teams may be spades. In thisexample, the system may function in a similar manner as the previouslydiscussed example of a poker video game. However, the communicationssystem may allow team members to communicate privately if that isallowed by the rules of the card game being played. In embodiments whereplayers are allowed to communicate privately with other players ornon-playing users, any private communications may be representedgraphically to the other players, even if the content of thecommunications are not public, or the private communications may behidden from the other players.

FIG. 4 includes process 400 for generating video game inputs inaccordance with one embodiment of the invention. Process 400 can beperformed as part of any video game in which players may want tocommunicate amongst each other. Process 400 can be performed by acommunications system and a video game system coupled together orintegrated into a single system (see, e.g., FIGS. 1-3). At block 410,communications between players can be monitored. For example, acommunications system or a video game system can monitor communicationsbetween two or more users playing a video game. The monitoredcommunications can include any type of media, such as text, audio,video, or any combination thereof. At block 420, a system determines ifa video game event has occurred. For example, a system monitoringcommunications can perform one or more algorithms (e.g., audio and/orvideo processing) on communications between players to determine if avideo game event has occurred. If a video game event has not occurred,process 400 can continue by returning to block 410 and monitoringcommunications between players. If a video game event has occurred,process 400 can continue with block 430. At block 430, a video gameinput can be generated. The video game input can be generated by thesystem monitoring communications if it determines that a video gameevent occurred. In some embodiments, the video game input generated atblock 430 can be based on the video game event that occurred. Forexample, if the video game is a poker game and the video game event isbased on the player in seat 7 saying “fold,” the video game input mayspecify that the player in seat 7 has folded his hand. This video gameinput can then be used by the video game system to advance the videogame being played. After a video game input has been generated, process400 can continue by returning to block 410 and monitoring communicationsbetween players.

FIG. 5 includes process 500 for generating video game inputs inaccordance with one embodiment of the invention. Process 500 can beperformed as part of any video game in which players may want tocommunicate amongst each other. Process 500 can be performed by acommunications system and a video game system coupled together orintegrated into a single system (see, e.g., FIGS. 1-3). At block 510, avideo game can be provided. For example, a system can provide a videogame to multiple users. In accordance with the disclosure, any suitabletype of video game can be provided at block 510 and, in someembodiments, the video game provided at block 510 can include aturn-based video game. At block 520, a communication that is transmittedto at least one user is monitored. The communication can be monitoredwhile the video game is provided. For example, a communications systemand/or a video game system can monitor communications between two ormore users while the communications system and/or the video game systemis providing a video game to the users. The monitored communications caninclude any type of media, such as text, audio, video, or anycombination thereof. At block 530, a system determines if a video gameevent has occurred. For example, a system monitoring a communication cananalyze a communication between users playing a video game to determineif a video game event has occurred. In some embodiments, a systemmonitoring a communication can analyze audio and/or video in thecommunication to determine if a video game event has occurred. In someembodiments, determining if a video game event has occurred can includemonitoring a communication to determine if a user has spoken aparticular term to at least one other user. In some embodiments,determining if a video game event has occurred can include monitoring acommunication to determine if a user has spoken a particular term duringconversation with at least one other user. In some embodiments,determining if a video game event has occurred can include monitoring acommunication to determine if a user has moved in a particular manner.

If a video game event has not occurred, process 500 can continue byreturning to block 520 and monitoring a communication transmitted to atleast one user while providing the video game. If a video game event hasoccurred, process 500 can continue with block 540. At block 540, a videogame input can be provided. The video game input can be provided by thesystem monitoring communications if it determines that a video gameevent occurred. In some embodiments, the video game input provided atblock 540 can be based on the video game event that occurred. Forexample, if the video game is a poker game and the video game event isbased on the player in seat 7 saying “fold,” the video game input mayspecify that the player in seat 7 has folded his hand. This video gameinput can then be used by the video game system to advance the videogame being played. After a video game input has been generated, process500 can continue by returning to block 510 and providing the video game.

In some embodiments, process 500 may include transmitting the monitoredcommunication to the at least one user. For example, the monitoredcommunication can be transmitted to at least one user after block 520.In some embodiments, the monitored communication can be transmitted toat least one user regardless of whether or not a video game event hasoccurred. For example, the monitored communication can be transmitted toat least one user after block 520 but before block 530.

In some embodiments, process 500 may include identifying an active userfor the video game and the monitoring performed at block 520 may includemonitoring only communications received from the active user. Forexample, if gameplay is waiting on an active user to do something, asystem may only monitor communications received from the active user todetermine when a video game event occurs. In some embodiments, the videogame may be based on turns and each of the turns may be associated witha user so that the active user is the user associated with a currentturn. For example, in a poker game, each turn may be associated with auser as the gameplay progresses around the table. In such embodiments, asystem may monitor communications received from users according to thecontext of the gameplay. Such embodiments may be advantageous becausethey can decrease the audio and/or video processing requirements by onlymonitoring an active user, as opposed to all users playing the videogame.

In some embodiments, a communications system may modify communicationsamongst users based on an aspect of a provided video game. For example,a communications system may modify communications received from thevideo game's active user or users to increase their prominence. FIG. 6includes process 600 for providing communications based on video gamesin accordance with one embodiment of the invention. Process 600 can beperformed as part of any video game in which players may want tocommunicate amongst each other. Process 600 can be performed by acommunications system and a video game system coupled together orintegrated into a single system (see, e.g., FIGS. 1-3).

At block 610, an aspect of a video game played by multiple users can bemonitored. For example, monitoring an aspect of a video game may includeidentifying an active user of the video game. In some embodiments, thevideo game may be based on turns and each of the turns may be associatedwith a user so that the active user is the user associated with acurrent turn. In such embodiments, monitoring an aspect of the videogame may simply including tracking the active user of the video game.

At block 620, communications amongst the plurality of users can bemodified based on the monitored aspect of the video game. For example,if the monitored aspect is the active user of the video game, thecommunications from the active user can be modified at block 620 toincrease the prominence of the communications. The audio and/or visualcomponents of a communication can be modified at block 620. The audiocomponents of a communication can be modified at block 620 by adjustingthe volume of the audio or effects imposed on the audio. For example,the volume of a communication can be increased to increase itsprominence. In another example, the audio component of a communicationcan be redistributed between different speakers (e.g., left and rightchannel) to represent a position. The video components of acommunication can be modified at block 620 by adjusting the size ofvideo in the communications, the position of video in thecommunications, or the effects imposed on video in the communications.For example the size and/or position of the video component of acommunication can be adjusted to increase its prominence. In someembodiments, a user portrayed in a communication (e.g., the user sendingthe communication) can be disguised at block 620. For example, if thevideo game requires that the identity of a user be confidential, theuser can be disguised by displaying the user in blurred video, as asilhouette, or as a graphical avatar.

In some embodiments, a system may monitor a user's activity to determineif the user is attempting to cheat by communicating with other usersduring a video game. For example, a system may monitor the user's inputdevices or other applications running on the user's device to determineif the user is attempting to cheat. FIG. 7 includes process 700 forfacilitating video games amongst multiple users in accordance with oneembodiment of the invention. Process 700 can be performed as part of anyvideo game in which players may want to communicate amongst each other.Process 700 can be performed by a communications system and a video gamesystem coupled together or integrated into a single system (see, e.g.,FIGS. 1-3).

At block 710, a video game can be provided. For example, a system canprovide a video game to multiple users. In accordance with thedisclosure, any suitable type of video game can be provided at block 710and, in some embodiments, the video game provided at block 710 caninclude a turn-based video game.

At block 720, the activity of at least one user device can be monitored.The activity can be monitored while the video game is provided. Forexample, a communications system and/or a video game system can monitorthe activity of at least one user device while the communications systemand/or the video game system is providing a video game to thecorresponding user. Any type of activity can be monitored at block 720.For example, monitoring the activity of at least one user device caninclude monitoring the device's inputs (e.g., keyboard and/ormicrophone). In another example, monitoring the activity of at least oneuser device can include monitoring the active applications running onthe device.

At block 730, a system determines if a user is attempting to cheat bycommunicating with other users. For example, a system monitoring theactivity of at least one user device can determine if the correspondinguser is attempting to use the device to communicate with other users.For example, the system can monitor inputs to the device (e.g., keyboardand/or microphone inputs) to determine if the corresponding user iscommunicating with other users outside of the regulated communicationgroups and subgroups. In another example, the system can monitor theactive applications running on the device to determine if thecorresponding user is operating an application (e.g., an instantmessaging application or a stand-alone video chat application) tocommunicate with other users outside of the regulated communicationgroups and subgroups. This functionality can be advantageous because itcan prevent users from bypassing any communication restrictionsimplemented by the system. In some embodiments, monitoring the device'smicrophone input can even detect when a user attempts to use a separatecommunication system (e.g., a land-based or cellular telephone) toorally communicate with other users.

If the system determines that the user is not attempting to cheat bycommunicating with other users, process 700 can continue by returning toblock 720 and monitoring the activity of the at least one use devicewhile providing the video game. On the other hand, if the systemdetermines that the user is attempting to cheat by communicating withother users, the system can take any suitable action in response. In theembodiment shown in FIG. 7, process 700 ends at block 740 afterdetermining that a user is attempting to cheat. However, any suitablesteps can be taken in response to determining that a user is attemptingto cheat by communicating with other users. For example, the system canrecord the identity of any user attempting to cheat for later action. Inanother example, the system can block any user that is attempting tocheat from the video game and/or the ability to communicate.

While described as separate processes, it is understood that processes400, 500, 600 and 700 can be performed simultaneously in someembodiments. For example, a communications system and a video gamesystem coupled together or integrated into a single system cansimultaneously monitor communications to determine when video gameevents occur, monitor one or more aspects of a video game to providecommunications based on the game and monitor the activity of at leastone user device to determine if a user is attempting to cheat.

In some embodiments, a recording of communications and the accompanyingvideo game may be automatically saved after a video game is complete.Such a recording may include communications between users (e.g.,communications between all users or only communications between players)along with video game events representing the progression of the videogame. The recording may also include video game output (e.g., gameplayvideo) showing the video that was generated when the game was played.The recording may be in any suitable format for reviewing thecommunications and the video game. For example, the recording may havethe format of the original media used during the video game. In anotherexample, the original media may be converted to text and the recordingmay be a transcript of the communications and video game. In someembodiments, a communications system may include tools for a user topublish recorded content. In some embodiments, a communications systemmay include a software tool for a user to combine previous gameplayvideo with contemporaneous communications from one or more users topublish sequences. A user may be able to customize, for example, whichplayers communications are displayed, the media in which thecommunications are displayed, the area of the screen in which thecommunications are displayed, the content of the gameplay video, theperspective angle of the gameplay video, background music, or anysuitable combination thereof.

It is understood that the previous discussion about generating videogame inputs based on communications between users can also be applied topresentation systems and methods. For example, a communications systemcan be used to facilitate presentations generated by a presenting user(e.g., a presenter) and provided to other users (e.g., audiencemembers). In some embodiments, the presentation can include a slideshow(e.g., a PowerPoint® slideshow) that is provided to the audience membersover a video feed along with an audio and/or video feed from thepresenter. The communications from the presenter can be monitored todetermine when presentation events occur (e.g., the presenter says “nextslide” or “play embedded movie”) and, in response, a presentation inputcan be generated. For example, when a presenter says “next slide” thecommunications system or the presentation system may generate apresentation input that causes the presentation to advance to the nextslide. In some embodiments, the presentation can include a video (e.g.,a movie file or a DVD) that is provided to the audience members over avideo feed along with an audio and/or video feed from the presenter. Thecommunications from the presenter can be monitored to determine whenpresentation events occur (e.g., the presenter says “next scene” or“pause”) and, in response, a presentation input can be generated. Insome embodiments, the communications system can limit the communicationabilities of user based on their role in the presentation. For example,the communications system may prevent audience members from broadcastingcommunications to all of the other audience members during thepresentation unless the presenter gives them permission (e.g., to askthe presenter a question about the presentation).

The various embodiments of the invention may be implemented by software,but can also be implemented in hardware or a combination of hardware andsoftware. The invention can also be embodied as computer readable codeon a computer readable medium. The computer readable medium can be anydata storage device that can store data which can thereafter be read bya computer system. Examples of a computer readable medium includeread-only memory, random-access memory, CD-ROMs, DVDs, magnetic tape,and optical data storage devices. The computer readable medium can alsobe distributed over network-coupled computer systems so that thecomputer readable code is stored and executed in a distributed fashion.

The above described embodiments of the invention are presented forpurposes of illustration and not of limitation. It is understood thatone or more features of an embodiment can be combined with one or morefeatures of another embodiment to provide systems and/or methods withoutdeviating from the spirit and scope of the invention.

What is claimed is:
 1. A method for facilitating video games amongstmultiple users, the method comprising: providing a video game;monitoring a communication directed from one user to at least anotheruser while simultaneously providing the video game, the communicationcomprising at least one of a non-video game event and a video gameevent; determining if the non-video game event has occurred within themonitored communication; determining if the video game event hasoccurred within the monitored communication; and providing a video gameinput in response to determining that the video game event has occurred.2. The method of claim 1, further comprising: identifying an active userfor the video game, wherein the monitoring comprises monitoring onlycommunications received from the active user.
 3. The method of claim 2,wherein: the video game is based on turns; each of the turns isassociated with a user; and the active user is the user associated witha current turn.
 4. The method of claim 1, further comprising:transmitting the monitored communication to the at least one user. 5.The method of claim 1, wherein determining if a video game event hasoccurred comprises: analyzing audio within the monitored communication.6. The method of claim 1, wherein determining if a video game event hasoccurred comprises: determining if a user has spoken a particular termto the at least one other user.
 7. The method of claim 1, whereindetermining if a video game event has occurred comprises: determining ifa user has spoken a particular term during conversation with the atleast one other user.
 8. The method of claim 1, wherein determining if avideo game event has occurred comprises: determining if a user hasspoken a particular phrase to the at least one other user.
 9. The methodof claim 1, wherein determining if a video game event has occurredcomprises: analyzing video within the monitored communication.
 10. Themethod of claim 1, wherein determining if a video game event hasoccurred comprises: determining if a user has moved in a particularmanner.
 11. A system for facilitating video games amongst multipleusers, the system comprising: a first user device operative to receivecommunications from a first user; a second user device operative toprovide communications to a second user; and a server in communicationwith the first user device and the second user device and operative to:provide a video game to the first user and the second user; routecommunications from the first user to the second user whilesimultaneously providing the video game, the communications comprisingat least one of non-video game events and video game events; identifythe non-video game events within the communications; identify the videogame events within the communications; and provide video game inputsbased on the identified video game events.
 12. The system of claim 11,wherein the server is further operative to identify video game eventswithin the communications by analyzing audio within the communications.13. The system of claim 11, wherein the server is further operative toidentify video game events within the communications by analyzing videowithin the communications.
 14. A method for providing communicationsbased on video games, the method comprising: monitoring an aspect of avideo game played by a plurality of users; monitoring communicationsbetween the plurality of users while simultaneously providing the videogame to the plurality of users, the communications comprising at leastone of a non-video game event and a video game event; determining if thenon-video game event has occurred within the monitored communications;determining if the video game event has occurred within the monitoredcommunications; providing a video game input in response to determiningthat the video game event has occurred; and modifying a characteristicof the communications between the plurality of users based on themonitored aspect of the video game.
 15. The method of claim 14, whereinmonitoring an aspect comprises identifying an active user for the videogame.
 16. The method of claim 15, wherein: the video game is based onturns; each of the turns is associated with a user; and the active useris the user associated with a current turn.
 17. The method of claim 15,wherein modifying comprises increasing the prominence of thecommunications from the active user.
 18. The method of claim 14,wherein: the communications comprise audio communications; and modifyingthe communications comprises adjusting the audio communications toincrease the communications' prominence.
 19. The method of claim 14,wherein: the communications comprise video communications; and modifyingthe communications comprises adjusting the video communications toincrease the communications' prominence.
 20. The method of claim 19,wherein adjusting the video communications comprises adjusting the sizeof the video communications.
 21. The method of claim 19, whereinadjusting the video communications comprises adjusting the position ofthe video communications.
 22. The method of claim 19, wherein adjustingthe video communications comprises disguising a user portrayed in thevideo communications.
 23. A system for providing communications based onvideo games, the system comprising: a user device operative to providecommunications to a user; and a server in communication with the userdevice and operative to: monitor an aspect of a video game played by theuser and other users; monitor communications between the user and theother users while simultaneously providing the video game to the userand the other users, the communications comprising at least one of anon-video game event and a video game event; determine if the non-videogame event has occurred within the monitored communications; determineif the video game event has occurred within the monitoredcommunications; provide a video game input in response to determiningthat the video game event has occurred; and modify a characteristic ofthe communications from the other users to the user based on themonitored aspect of the video game.
 24. The system of claim 23, wherein:the communications comprise audio communications; and the server isfurther operative to adjust the audio communications to increase itsprominence to the user.
 25. The system of claim 23, wherein: thecommunications comprise video communications; and the server is furtheroperative to adjust the video communications to increase its prominenceto the user.
 26. A method for facilitating video games amongst multipleusers, the method comprising: providing a video game; monitoringactivity of at least one user device while providing the video game;monitoring communications between the at least one user device and atleast another user while simultaneously providing the video game, thecommunications comprising at least one of a non-video game event and avideo game event; determining if the non-video game event has occurredwithin the monitored communications; determining if the video game eventhas occurred within the monitored communications; determining, based onthe monitoring, if a user is attempting to cheat by communicating withother users; and providing a video game input in response to determiningthat the video game event has occurred and the user is not attempting tocheat.
 27. The method of claim 26, wherein monitoring activity comprisesmonitoring all keyboard inputs.
 28. The method of claim 26, whereinmonitoring activity comprises monitoring all microphone inputs.
 29. Themethod of claim 26, wherein monitoring activity comprises monitoring allactive applications.
 30. The method of claim 26, further comprising:blocking any user that is attempting to cheat from the video game. 31.The method of claim 7, wherein the conversation is a part of thecommunication.